# version 330 core
layout(location=0) in vec3 aPos;
layout(location=1) in vec2 aTextCoord;
out vec2 textCoord;
out vec3 vertexColor;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
	gl_Position = projection*view*model*vec4(aPos, 1.0f);
	textCoord = aTextCoord;
};